Metaverso como espaço educativo e o uso de metáforas para um aprendizado significativo
Resumo
Por meio de um conjunto intrincado de tecnologias, como a Realidade Virtual, a Realidade Aumentada e o Lifelog o metaverso possibilita uma nova maneira de ver, interagir e estar no mundo. Para a educação, a dimensão metafórica deste espaço virtual e imersivo precisa ser explorada. O presente estudo é o resultado de uma pesquisa-ação que utiliza o Design Thinking, e tem como objetivo analisar as implicações dos elementos metafóricos no metaverso e explorar as possibilidades de uso de mundos virtuais na educação. As principais conclusões referem-se ao grande potencial que o metaverso tem para atividades práticas na educação, corroborado pela imersão trabalhada a partir da metaforização de elementos reais.
Palavras-chave:
Metaverso, realidade virtual, imersão, educação, metáfora, Design Thinking, ecossistema do metaverso
Referências
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Al-Adwan, S., Li, N., Al-Adwan, A., Abbasi, G. A., Albelbisi, N. A. & Habibi, A. (2023). Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms. Education and Information Technologies, vol. 28, pp. 15381–15413.
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Schön, D. A. (2016). The Reflective Practitioner. New York: Routledge.
Siyaev, A. & Jo, G. S. (2021). Neuro-Symbolic Speech Understanding in Aircraft Maintenance Metaverse. IEEEAccess, vol. 9, pp. 154484-154499. DOI: 10.1109/ACCESS.2021.3128616,
Souza, C. C. (2014). The Meta Body Project. Procedia Technology. Procedia Technology, vol. 13, pp. 33-37. DOI: 10.1016/j.protcy.2014.02.006,
Thiollent, M. (1996). Metodologia da pesquisa-ação. 7 ed. São Paulo: Cortez.
Catapan, A. H. (2023). Pedagogia e Tecnologia: a comunicação digital no processo pedagógico. In: ABED 2023, Brasília.
McLuhan, M. y Powers, B. (1995) La aldea global. Barcelona: Gedisa Editorial.
Yee, N., Bailenson, J. N. & Ducheneaut, N. (2009). The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research, vol. 36, no. 2, pp. 285-312. DOI: 10.1177/0093650208330254
Al-Adwan, S., Li, N., Al-Adwan, A., Abbasi, G. A., Albelbisi, N. A. & Habibi, A. (2023). Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms. Education and Information Technologies, vol. 28, pp. 15381–15413.
Aretio, L. G. (2019). Necesidad de una educación digital en un mundo digital. Revista Iberoamericana de Educación a Distancia, vol. 22, no. 2, pp. 9 – 22. DOI: 10.5944/ried.22.2.23911
Ball, M. (2022). The Metaverse: and How it Will Revolutionize Everything. W. W. Norton & Company, Inc, New York.
Bedolla, F. P. P. (2022). Meeting my friends virtually. In: 2022 XII International Conference on Virtual Campus (JICV), IEEE. 2022. DOI: 10.1109/JICV56113.2022.9934780.
Bibri, S.; Allam, Z. (2022). The Metaverse as a Virtual Form of Data-Driven Smart Urbanism: On Post-Pandemic Governance through the Prism of the Logic of Surveillance Capitalism. Smart Cities, vol. 5, no 2, pp. 715–727. DOI: 10.3390/smartcities5020037
Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84-92.
Castells, M. (1999). A Sociedade em Rede. Ed. Paz e Terra: São Paulo.
Decker, P., peterson, S. (2020). Beyond virtual or physical environments: Building a research metaverse a white paper for NDRIO's Canadian digital research needs assessment. Digit. Res. Alliance Canada, Toronto, ON, Canada, Tech. Rep.
Di Felice, M. & Schlemmer, E. (2022). As ecologias do metaverso e formas comunicativas do habitar, uma oportunidade para repensar a educação. Revista e-Curriculum, vol. 20, no 4, pp. 1729 – 1825. DOI: 10.23925/1809-3876.2022v20i4p1799-1825
Gil, A. C. (2008). Métodos e técnicas de pesquisa social. São Paulo: Atlas.
Hare, R. & Tang, Y. (2023). Student engagement with automated feedback on academic writing: a study on Uyghur ethnic minority students in China. IEEE Transactions On Systems, Man, And Cybernetics: Systems, Vol. 53, (4), pp. 2047-2055. DOI: 10.1109/TSMC.2022.3227919,
Joshua, J. (2017). Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash. Interdisciplinary Literary. Studies, vol 19, no. 1, pp. 17–47
Lee, L.H.; Braud, T.; Zhou, P.; Wang, L.; Xu, D.; Lin, Z.; Kumar, A.; Bermejo, C.; Hui, P. (2021) All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda. arXiv, arXiv:2110.05352.
Lee, H. & Hwang, Y. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability, vol. 14, 4786. doi.org/10.3390/su14084786
Lee, S., Trimi, S., Byun, W. & Kang, M. (2011). Innovation and imitation effects in Metaverse service adoption. Service Bus., vol. 5, no. 2, pp. 155–172. DOI 10.1007/s11628-011-0108-8
Merriam-Webster. (n.d.). Metaphor. In Merriam-Webster.com dictionary. Recuperado de [link]
Mulders, M., Buchner, J. & Kerres, M. (2020). A Framework for the Use of Immersive Virtual Reality in Learning Environments. International Journal of Emerging Technologies in Learning, vol. 15, no. 24, pp. 208 – 224. DOI: 10.3991/ijet.v15i24.16615
Park, S.; Kim, Y. (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access, vol. 10, pp. 4209 – 4251. Doi: 10.1109/ACCESS.2021.3140175.
Praetorius, A. S. & Görlich, D. (2022). How Avatar influence user behavior: A Review on the Proteus Effect in Virtual Environments and Video Games. In: International Conference on the Foundations of Digital Games (FDG ’20), September 15–18, 2020, Bugibba, Malta. ACM, New York, NY, USA, 9 pages. DOI: 10.1145/3402942.3403019
Reis, I. W., Romeiro, A. E., Berg, C. H. & Ulbricht, V. R. (2023). Sociodigital Experiences and crearivity in the metaverse: an integrative review. Heliyon, vol. 10, e29047. DOI: 10.1016/j.heliyon.2024.e29047
Rother, E. T. (2007). Revisão sistemática x revisão narrativa. Acta Paulista de Enfermagem, São Paulo, v. 20, n. 2, p. v-vi. DOI: 10.1590/S0103-21002007000200001
Sánchez-López, I., Roig-Vila, R. & Pérez-Rodriguez, A. (2022). Metaverse and education: the pioneering case of Minecraft in immersive digital learning. Edocomunicación, vol. 31, 6, pp. 1 - 17. DOI: 10.3145/epi.2022.nov.10
Schön, D. A. (2016). The Reflective Practitioner. New York: Routledge.
Siyaev, A. & Jo, G. S. (2021). Neuro-Symbolic Speech Understanding in Aircraft Maintenance Metaverse. IEEEAccess, vol. 9, pp. 154484-154499. DOI: 10.1109/ACCESS.2021.3128616,
Souza, C. C. (2014). The Meta Body Project. Procedia Technology. Procedia Technology, vol. 13, pp. 33-37. DOI: 10.1016/j.protcy.2014.02.006,
Thiollent, M. (1996). Metodologia da pesquisa-ação. 7 ed. São Paulo: Cortez.
Catapan, A. H. (2023). Pedagogia e Tecnologia: a comunicação digital no processo pedagógico. In: ABED 2023, Brasília.
McLuhan, M. y Powers, B. (1995) La aldea global. Barcelona: Gedisa Editorial.
Yee, N., Bailenson, J. N. & Ducheneaut, N. (2009). The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research, vol. 36, no. 2, pp. 285-312. DOI: 10.1177/0093650208330254
Publicado
04/11/2024
Como Citar
REIS, Ingrid W.; SOLANO, Margoth Iriarte; ROMEIRO, Artieres Estevão; ULBRICHT, Vania R..
Metaverso como espaço educativo e o uso de metáforas para um aprendizado significativo. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
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p. 807-818.
DOI: https://doi.org/10.5753/sbie.2024.242493.